Yup especially towards the end I was trying to see how damage-free I could get at the cost of a few frames, since damage boost didnt seem to apply identically from all sources.
I'm thinking about working backwards room by room to optimize this? there is a randomized blackjack game halfway through that seems to be based on previous inputs so that would have to be last...
nymx wrote:
I also like the fact that you are focused on reducing lag.
yea the lag really makes frame-perfect tricks difficult to time reliably, especially when rng stuff depends on previous frames which may or may not count lag? still figuring it out...
this game gives me a sense of nostalgia and makes me want to relive some of my games I played way back then. Because most games do not entertain me anymore.
I have the same issue... that is why I chose to TAS this game :) it feels like a brand new way of playing the same story, but with a multiplayer component that is asynchronous and much deeper than a second controller!
nymx wrote:
I do notice that you take longer to dish out hits on some enemies, but bosses...you can deliver them immediately after the I-frames have dissipated. Can you explain this?
On the first level at least, many enemies block your attacks until they attack first. The goal is to quickly block then counter-attack. After the first level this mechanic doesn't show up until the wrestler fights later on, and I'm swiping the sword largely to avoid hits and create space rather than outright kill.
On a technical level, I am still figuring out lag frames I think, and why certain inputs required two frames of held input (chopping grass) while regular attacks sometimes only needed one tap, depending on the actions of enemies and other sprites on the screen. For safety I used a two-frame attack hold almost everywhere that I was not sure it was necessary (no lag frames anywhere). I had more time to focus on consistent timing for the bosses, which had less lag frames overall as well, but I have some stuff to learn before I optimize the run to each enemy. Some enemies also have random health I think? At least on the first level...
There were also moments with multiple enemies on the screen where it was better to wait an extra few frames for a second enemy's invicibility to wear off, then attack two at once with a rotating swipe :)